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FAQ

  • What do I need to run FCMM?

    All you need is a Java runtime. Ideally version 25 or newer.
    Changes in version 22 to Java.nio for Path handling made this project way cleaner but also not compatible with older runtimes.
    All dependencies are very small (currently 1) and are hence bundled with the .jar file so you won't need anything else.

  • How do I install and run FCMM?

    Installation

    1. Download the latest fcmm-x.x.x.jar file from the releases. (Download the icon too)
    2. Place the .jar file in a directory ideally where you want the working directory to be and therefore where you want the manager to store its own data.
      Note: This is not necessarily where the Mods are stored, you decide that per a game.
    3. On Windows: Create a new shortcut (this can be from scratch, no need to make it of the `.jar` file because you will need to edit the command anyways.) Edit the shortcut properties: 1. Set the icon - Branding is important~ 3. Set the working directory if it is not set already. It can simply be where the `.jar` file is. 2. CopyAsPath the `.jar` file and use it as the path for the command to run:

    For GUI: (javaw will not make a terminal popup)

    javaw -jar "path/to/fcmm-x.x.x.jar" gui

    For CLI:

    java -jar "path/to/fcmm-x.x.x.jar"

    3. On Linux: Simply make a custom application, using the java command and make sure to set the working directory.

    For GUI: (javaw will not make a terminal popup)

    javaw -jar path/to/fcmm-x.x.x.jar gui

    For CLI:

    java -jar path/to/fcmm-x.x.x.jar

    3. On Mac: Pfft, do games even run well on mac? Okay, but in all seriousness, this should be compatible with Mac but I never have or will test/tailor for it.

  • Can I mod any game?

    Yes. (Assuming the game is mod-able)
    This can be configured to deploy mods however you'd like. You just need to understand the process of mod deployment for that specific game.

  • Should I use this instead of Vortex from Nexus?

    No -well, it depends.
    Vortex uses a virtual file-system (VFS) to deploy games within. In short, this means that when a game want say, file A the VFS could point that path to anywhere else, leading it to file B without the game necessarily knowing.
    Why does this matter? It is unquestionably safer, and way faster when running the mod launcher, simply because no files are actually moved or replaced. Its simply a different approach with different limitations.

  • But when should I use FCMM?

    While using a virtual file-system is "better", its not always supported. Some games cannot run in a VFS or their anti-cheat flags it as a problem. Or Vortex might not have an extension for your game!
    In those cases, I recommend using FCMM, that is what it is made for and what I personally use it for.

  • I'm a modder, what do I need to know?

    For modder, FCMM makes it easy to update mods quickly and seamlessly.
    If you have a custom mod, what you should do is add it to FCMM, so the launcher handles its deployment. Then when you want to make changes to the mod:

    • Edit the mod-data inside your Mod Storage, editting the compiled mod-data for FCMM.
    • Doing this, to update the mod simply click "Edit", switch to "Update" and "Save".
    • Done! The mod will be automatically re-compiled using the exsisting data and re-deployed to the game with the same load order as before.